SIP based VoIP multiplayer network games

ABSTRACT

This invention is directed to a system and method for the close coupling of Session Initiation Protocol (SIP) based Voice over Internet Protocol (VoIP) with multiplayer network games. Game state dependent voice communications are used as another method of player interaction in the game environment. The system uses SIP enhanced game servers and conference servers with audio mixing capabilities, and the game server controls the creation, maintenance and changing of the voice conferences. Participation in a voice conference is determined by the game state features associated with each player including distance and direction to determine how the voices are mixed in a voice conference.

FIELD OF THE INVENTION

The present invention is directed to the field of network based computergames. More particularly the present invention is directed to theintegration of Voice over Internet Protocol (VoIP) using SessionInitiation Protocol (SIP) to enhance network based multiplayer games.

BACKGROUND OF THE INVENTION

Multiplayer network games have become increasing popular. These gamesare played across a computer network, for example the Internet or WorldWide Web, and permit a significant number of geographically dispersedand distant users to participate simultaneously in a single game.Participation in a game requires maintaining a game state for eachparticipant. Since the game environment is dynamic, these games statesinclude the ability of users to join the game, participate and leave thegame. In addition, these games provide for interaction among the userswithin the gaming environment.

Traditionally, these interactions have been limited to predefined gamingactions, for example shooting, running, fighting and text messaging. Afew network gaming systems have recently attempted to provide an elementof voice communication among the game participants. The voicefunctionality facilitates conversations among the players, but the voiceconversations are not game context based. For example, voicecommunication is used as a messaging mechanism among the players,replacing text messaging. Typically, voice messaging completely fallsoutside the scope and operation of the game and is user initiatedindependent of the game. In addition, although VoIP is used tofacilitate these conversations, the use of VoIP has been very limitedand restricted and fails to exploit the entire potential andfunctionality of VoIP.

Traditionally, VoIP has been primarily used as a telecommunicationsalternative to a standard Public Switched Telephone Network (PSTN);however, VoIP technology possesses potential in a wide variety of otherapplications.

Therefore, the need exists for a system and method for utilizing thefull extent of VoIP functionality to enhance the gaming experience amongplayers. The VoIP would be imbedded in and integrated with the game andmaintained by the game in conjunction with the game state, eliminatingthe need for independent and separate user initiation of voicecommunications. The voice data exchange would not be limited toconversations but would incorporate game based context to enhance thegaming experience.

SUMMARY OF THE INVENTION

The present invention is directed to systems and methods using Voiceover Internet Protocol (VoIP) to complement and enhance the experienceof participants in multiplayer network based games. VoIP provides theability to send voice data alongside or in conjunction with other dataover the same network.

The present invention utilizes Session Initiation Protocol (SIP) basedVoIP to provide game driven, context based voice interaction amongparticipants in a network based gaming environment. For example, inaddition to allowing players to talk to each other, to make alliances,to discuss strategy and to coordinate teammates and activities, thepresent invention provides for the restriction of communication amongplayers having a single shared context, e.g. the same physical locationor room within the gaming environment. VoIP can also be used to providemore sophisticated audio mixing to relay information about anotherplayer's distance and location with respect to the recipient of thevoice communication, e.g. players farther away sound farther away.

In order to achieve this, the present invention utilizes game servercontrolled conferencing among various sets or groups of players anddynamic switching of players from one conference to another based on thegame state. In addition, more sophisticated conferencing mechanisms, forexample media mixing that utilizes other game state features likedistance of voice-source from the listener, are used to controlconference parameters like voice amplitudes.

Each user, in addition to a gaming system such as a computer, also usesa VoIP enabled device capable of receiving and transmitting audiosignals. In addition to the visual state of the game that each playerreceives, the players also receive related audio communications from thegame or the other players. For example, players in the same game room oron the same team can talk to each other. When a player changes gamerooms, similar to its change of the visual state, the audio also changesseamlessly. The present invention uses the game server to automaticallyindicate the requirement for such a change and dynamically switch theplayers without additional player input.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic representation of an embodiment of a gaming systemin accordance with the present invention;

FIG. 2 is a schematic representation of another embodiment of a gamingsystem in accordance with the present invention;

FIG. 3 is a schematic representation illustrating the communicationsamong the components of the gaming system;

FIG. 4 is a schematic representation of a room based environment for usein the gaming system of the present invention;

FIG. 5 is a schematic representation illustrating the creation of anaudio conference in accordance with the present invention; and

FIG. 6 is a schematic representation illustrating the modification of anaudio conference in accordance with the present invention.

DETAILED DESCRIPTION

Referring initially to FIGS. 1 and 2, the present invention is directedto a system 10 for providing simultaneous context based audiointeraction among a plurality of participants or players 12 in a networkbased gaming environment. Audio interactions include the transfer ofaudible communications or signals among the participants including voicecommunications. In one embodiment as illustrated in FIG. 1, the system10 includes a single centralized game server 14 in communication withthe plurality of game participants 12. In another embodiment asillustrated in FIG. 2, the system includes a plurality of distributedgame servers 14, wherein each game server 12 is associated with at leastone game participant 12. Game server 14 can be any type of server knownand available in the art and capable of hosting a dynamic, multi-user,network based gaming environment and maintaining a game state profilefor each game participant 12. When the system 10 includes a plurality ofgame servers 14, each game server maintains a game state profile foreach game participant 12. This information can be stored in one or moredatabases 16 in communication with the game server 14.

Any protocol suitable for implementing a Voice over Internet Protocol(VoIP) conference can be used in the present invention. Preferably, theprotocol is a Session Initiation Protocol (SIP), which has emerged asthe frontrunner in VoIP applications. Therefore, in one embodiment, gameserver 14 includes an SIP stack. SIP is a HyperText Transfer Protocol(HTTP)-like protocol that is useful to establish sessions among groupsof users or locations. SIP provides for a variety of functionality amongthe users, for example permitting a user to subscribe to interestingevents that are hosted at another user's location and to receivenotifications whenever those events occur. Additional details about SIPcan be found in Internet Architecture Board (IAB) Request For Proposalnumber 3261(RFC 3261).

Game server 14 is in communication with the participants through one ormore local or wide area networks 18, for example the internet or WorldWide Web. Other suitable networks include secure area networks, privatenetworks, virtual private networks and combinations thereof. In oneembodiment, game server 14 communicates with the game participants 12using SIP.

The system also includes one or more audio conference servers 20 incommunication with the game server 14. In one embodiment, game server 14communicates with the audio conference server 20 using SIP. The audioconference server 20 can be any type or server capable of hosting a VoIPbased audio conference between two or more of the game participants 12.Suitable servers are available and known in the art. The conferenceserver 20 and game server 14 are also networked together to provide forcommunication. In one embodiment, the conference server 20 and gameserver 14 are in communication through the wide area network 18. Thiscan be the same network across which the game server 14 communicateswith the game participants 12 or can be a separate network. Othersuitable networks include local area networks, secure area networks,private networks, virtual private networks and combinations thereof.

The system 10 also includes at least one audio mixer 22 in communicationwith the audio server 20 capable of providing the audio mixing for theaudio conferences. In one embodiment, the audio mixer 22 and audioserver 20 are in communication through the wide area network 18. Thiscan be the same network across which the game server 14 communicateswith the game participants 12 or can be a separate network. Othersuitable networks include local area networks, secure area networks,private networks, virtual private networks and combinations thereof. Inanother embodiment, audio mixer 22 can be centrally located at the audioserver 20 including being integrated into the audio conference server20.

In order to participate in an audio conference, each participant 12 hasan audio communication device 24 capable of sending and receiving audiocommunications such as voice communications. Suitable audiocommunication devices 24 include an internet protocol phone 26, asoftware based phone 28 and conventional telephone equipment 30 using anSIP gateway interface through a public switched telephone network (PSTN)32. The audio mixer 22 is in communication with each audio communicationdevice 24. In one embodiment, the audio mixer 22 and communicationdevices 24 are in communication through the wide area network 18. Thiscan be the same network across which the game server 14 communicateswith the game participants 12 or can be a separate network. Othersuitable networks include local area networks, secure area networks,private networks, virtual private networks and combinations thereof. Inan alternative embodiment, a plurality of distributed, for examplegeographically distributed, audio conference servers 20 and audio mixers22 can be used to improve audio conference performance. In thisembodiment, each audio mixer 22 and audio server 20 is in communicationwith at least one of the audio conference participants 12. Suitabledistributed arrangements of audio conference servers 20 and mixers 22are described in U.S. patent application Ser. No. 10/697,834, titled“System and Apparatus for Geographically Distributed VoIP Service withEnhanced QoS”, which is incorporated herein by reference in itsentirety.

Audio conferences among two or more participants are established by theaudio conference server 20 in response to instructions from the gameserver 14. The audio mixer 22 controls and delivers the audio signaldirectly to each audio communication device 24 as instructed by theaudio conference server 20. The game server 14 initiates and controlsthe audio conferences based upon the game state profiles of the gameparticipants. For example, the game server 14 uses the game stateprofiles to determine which participants 12 are to be included in agiven audio conference. The participants 12 do not initiate or controlthe audio conferences. Therefore, as illustrated in FIG. 3, the gameparticipants 12 communicate with the game server 14 and the audio mixer22, but do not directly send instructions or queries to the conferenceserver 20.

For a given audio conference, the game server 14 determines or selects,based upon the current game state profiles for each game participant 12,a group of game participants 12. Alternatively, the game server 14manages a plurality of simultaneous and independent audio conferences,each audio communication containing a group of two or more gameparticipants 12. The number of participants in the group can be fromone, for example for hearing echoed sound, up to the entire currentnumber of game participants 12. The communication can be two-way orone-way, for example when eavesdropping. Each game participant 12 cansimultaneously be a member of two or more groups and participate in twoor more independent audio conferences. In general game participants 12in a given group have one or more shared game contexts. As used herein,shared context defines a set of parameters or attributes within the gamestate profiles that allow audio communication between two or moreparticipants.

For example as illustrated in FIG. 4, the shared context can be physicalproximity. As illustrated, the game environment includes a physicalstructure 34, for example a house, having interior and exterior regionsand a plurality of rooms 36. The audio conference groups would includegame participants 12 located in the same region or room. This could bereferred to as room-based conferencing or view-based conferencing. Forexample, players in the same game room can talk to each other (talkingtrash, strategizing).

As game participants 12 move between rooms or regions, the game server14 monitors the changes to the game state profiles and dynamicallyswitches game participants 12 between the appropriate groups. The gameserver 14 can also eliminate groups or initiate new groups dependingupon the game state profiles. As game participants 12 change rooms, theaudio changes seamlessly in conjunction with the visual state of thegame. Changes are made without additional input from the gameparticipants 12.

Other shared contexts include possession of a communication medium, forexample a two-way radio, membership in a group, for example belonging tothe same airplane squadron or army, telepathic connections, and sharedlanguage. Therefore, the present invention adds game specific context tocommunications among the participants, enhancing the gaming experience.

In another embodiment of the present invention, the gaming experience isfurther enhanced by the use of sophisticated audio mixing of the audiosignals delivered to each game participant. In general, each gameparticipant 12 receives an audio signal that simply contains thecumulative input from all the other game participants 22 in the groupfor a particular audio conference. In accordance with the presentinvention, however, the received audio is not simply a straightcombination of audio signals, but is game-state dependent. For example,in a soccer game, players hear the voices of all of the other players onthe soccer field. That is the group contains all of the gameparticipants located on the soccer field. However, the loudness of thevoices from various players depends upon factors like distance from thelistener. Thus the forward hears louder voices from other forwards andmidfielders and the other team's defenders than from its own defenders.This provides for a greater life-like simulated experience andintegrates well with the game.

As illustrated in FIG. 4, a first participant 38 receives an audiosignal that contains the Σ (audio signals or voices from all otherparticipants 12 in the same room 36). In order to add additionalcontext, a feature vector, X, is defined between the first participantand every other participant in the room. This feature vector isdetermined by the game server 14 based upon game context featuresincluding, but not limited to distance from the first participant,communication medium (air, water, telephone, etc.), transmissionfrequency, transmission amplitude, tone of the speaker's voice, roomacoustics and room layout, for example the existence of partial barriers40. The game server 14 sends the feature vector for each gameparticipant 12 to the audio mixer 22 through the audio conference server20.

A separate feature vector can be provided for each game participant 12,or different feature vectors can be calculated, some that apply to allof the participants in the group and some that are specific to a singleparticipant or a single pair of participants.

Therefore, the audio signal received by the first participant is Σ(X₂(audio from second participant 42)+X₃(audio from third participant44)+X₄(audio from fourth participant 46)+X₅(audio from fifth participant48)). Similar calculations are made for the other group members.

In addition, the feature vector can indicate not only scalar qualitiesof the audio signal such as distance and loudness but can indicatedirectional information including left or right, up or down and forwardor back. Therefore, based upon the audio signal received by the firstparticipant 38, that participant would be able to tell that in the gameenvironment that both the second and fourth participants 42,46 are tothe left and upstairs and that the second participant 42 is farther awaythan that fourth participant 46. The directional information isparticularly well suited for stereo, surround sound, virtual reality orholographic applications. The exact values for the feature vectors canbe set to any values suitable to provide the desired game environmenteffects.

In order to provide simultaneous context based audio interaction amongthe plurality of game participants 12 in a network based gamingenvironment, a network based game environment containing a plurality ofgame participants 12 is established. Referring to FIG. 5, in order tojoin the gaming environment, each game participant 12 contacts 50 thegame server 14 and gives an address for its audio communication device24 to use for audio or voice communication in conjunction with the game.After the game participant 12 has contacted the game server, the gameparticipant 12 can play the game. While the game is being played, thegame server, either centralized or distributed, maintains a game stateprofile for each one of the game participants 12 that have joined. For acentralized game sever 14 embodiment, the game server 14 acts as a linkbetween all the game participants 12 and maintains the game stateprofiles for each game participant 12. In the distributed game server 14embodiment, the maintenance and exchange of game state profileinformation is done by the each one of the distributed game servers 14.In an embodiment having a game server 14 associated with eachparticipant 12, the participants 12 themselves maintain and exchange thegame state information. In this embodiment, whenever any participant 12performs any action (moves, shoots, leaves, etc.), that participant 12notifies all other participants 12 about this action, and the otherparticipants update their game state profiles accordingly.

After a game participant 12 has contacted the game server 14 and joinedthe game, the game server 14 brings the participant into the game andinitiates the audio communication device and gaming device identified bythe game participant 52, for example by using the SIP “INVITE” commandto invite the devices into the game. The participant responds by sendingits signal description protocol (SDP) 53, for example by using the SIP“OK” command.

The game server 14 maintains game state profiles for each participant inthe game, and as participants 12 join the game or participate in thegame, the game server 14, in accordance with the present invention,establishes one or more VoIP based audio conferences among the gameparticipants 12 based upon the game state profiles. Preferably, the gameserver establishes an SIP based VoIP based audio conference.Establishing the audio conferences includes creating new conferences andmodifying or terminating existing conferences.

In one embodiment as illustrated in FIG. 5, the game server 14 obtainsthe media or audio path information for the game participant 12 from thereceived SDP. This information is forwarded to the audio conferenceserver 54 which passes it along to the audio mixer 56, both using, forexample, the SIP “INVITE” command. The audio mixer responds to theconference server 58 which responds to the game server 60, both using,for example, the SIP “OK” command. These responses contain the SDP forthe conference server and audio mixer. The game server extracts thenecessary media information from these SDP's and forwards thisinformation to the game participant 62, for example using the SIP “ACK”command. The game server, also using, for example, the SIP “ACK”command, contacts the audio conference server 64 which in turn contactsthe audio mixer 66. This establishes and enables the audio path 68between the game participant 12 and the audio mixer 22 to be used in theVoIP audio conference.

In an embodiment having a plurality of distributed game servers, gameservers associated with each game participant maintain sessions directlywith the conference server and, depending upon the game state, initiatethe establishment and dynamic switching of audio conferences. In thisembodiment, the interactions performed by the game servers are done by aclient side utility, and the communications with the conference serverscome from each one of the participant associated game servers.

When establishing audio conferences, the game server 14 determines atleast one group, or a plurality of groups, of game participantspossessing a shared context that permits the transmission or receipt ofaudio communications among game participants in that group. The gameserver 14 maintains or modifies the participants in each group basedupon changes in the game state profiles of those game participants. Thisincludes the addition or removal of participants from the groups and theswitching of at least one participant between two distinct groups. Theswitching of participants between groups is accomplished dynamically andseamlessly by the game server without any disruption in the game oraudio conference or without the need for additional input from theparticipants. In the room-based conferencing example, as soon as a gameparticipant moves to another room, the game server notices the changeand switches that participant to an audio conference associated with thenew room. In general, the game participants do not do any SIP signalingwith the conference server themselves. The game server acts as aback-to-back user agent and maintains their sessions on their behalf,setting up the media path to point to each audio communication device.

Referring to FIG. 6, when a game participant 12 moves or acts within thegame environment, this information is communicated to the game server70. If the actions or motion of the game participant 12 dictate the needto transfer that participant from one conference group to another, thegame server 14 updates the media information at both the audio mixer 22and the game participant 12. The game server 14 initiates the transferprocess by removing the game participant from one audio conference, forexample by sending an SIP “BYE” command to the conference sever 72 whichsends an SIP “BYE” command to the audio mixer 74. The change isacknowledge back to the game server 14, for example by sending an SIP“OK” command to the conference server 76 which sends an SIP “OK” commandto the game server 78.

The game server 14 then, using for example an SIP “RE-INVITE” command,obtains the media or audio path information for the game participant 80.This information is forwarded to the audio conference server 54 whichpasses it along to the audio mixer 56, both using, for example, the SIP“INVITE” command. The audio mixer responds to the conference server 58which responds to the game server 60, both using, for example, the SIP“OK” command. These responses contain the SDP for the conference serverand audio mixer. The game server extracts the necessary mediainformation from these SDP's and forwards this information to the gameparticipant 62, for example using the SIP “ACK” command. The gameserver, also using, for example, the SIP “ACK” command, contacts theaudio conference server 64 which in turn contacts the audio mixer 66.This establishes and enables the audio path 68 between the gameparticipant 12 and the audio mixer 22 to be used in the VoIP audioconference.

In one embodiment, establishing an audio conference includes deliveringan audio signal to each audio conference participant that comprises thesum of all received audio signals from all other audio conferenceparticipants. Preferably, the game server determines the audio featurevector for each pair of audio conference participants based upon thegame state profiles associated with the participants and modifies audiosignals transmitted between the pair of audio conference participants inaccordance with the audio feature vector. In one embodiment, the gameserver modifies the audio feature vector in response to changes in thegame state profiles of the audio conference participants.

In one embodiment, the feature vectors are transmitted by the gameserver to the conference server and audio mixer. This can be achieved bythe conference server subscribing to such information at the gameserver, using for example an SIP “SUBSCRIBE” command, and the gamingserver sending messages to the conference server containing such featurevectors for the players, using for example an SIP “NOTIFY” command.

The present invention is also directed to a computer readable mediumcontaining a computer executable code that when read by a computercauses the computer to perform a method for providing simultaneouscontext based audio interaction among a plurality of participants in anetwork based gaming environment. In one embodiment, this code ismaintained, read and executed by the game server.

While it is apparent that the illustrative embodiments of the inventiondisclosed herein fulfill the objectives of the present invention, it isappreciated that numerous modifications and other embodiments may bedevised by those skilled in the art. Additionally, feature(s) and/orelement(s) from any embodiment may be used singly or in combination withother embodiment(s). Therefore, it will be understood that the appendedclaims are intended to cover all such modifications and embodiments,which would come within the spirit and scope of the present invention.

1. A system for providing simultaneous context based audio interactionamong a plurality of participants in a network based gaming environment,the system comprising: a game server in communication with a pluralityof game participants, the game server capable of hosting the networkbased gaming environment and maintaining a game state profile for eachgame participant; and an audio conference server in communication withthe game server, the audio conference server capable of hosting a voiceover internet protocol based audio conference between two or more gameparticipants; wherein the audio conference server establishes the audioconference in response to instructions from the game server.
 2. Thesystem of claim 1, wherein the participants in the audio conference aredetermined by the game server based upon the game state profiles of thegame participants.
 3. The system of claim 1, wherein the participants inthe audio conference comprise a shared context.
 4. The system of claim1, wherein the game server comprises a session initiation protocol stackand the audio conference is a session initiation protocol based voiceover internet protocol communication.
 5. The system of claim 1, whereineach participant comprises an audio communication device and the systemcomprises at least one audio mixer in communication with the audioserver and each participant audio communication device to provide theaudio mixing for the audio conference.
 6. The system of claim 5, whereinthe audio communication device comprises an internet protocol phone, asoftware based phone or conventional telephone equipment.
 7. The systemof claim 5, wherein the audio mixer is centrally located at the audioserver.
 8. The system of claim 5, further comprising a plurality ofdistributed audio mixers, each audio mixing in communication with one ofthe audio conference participants.
 9. The system of claim 1, wherein thegame server is capable of managing a plurality of simultaneous andindependent audio conferences, each audio communication comprising twoor more game participants.
 10. The system of claim 9, wherein each gameparticipant can simultaneously participate in two or more independentaudio conferences.
 11. The system of claim 1, further comprising aplurality of distributed audio servers in communication with the gameserver, each audio server capable of hosting an audio conference betweentwo or more game participants.
 12. The system of claim 1, furthercomprising a plurality of distributed game servers.
 13. A method forproviding simultaneous context based audio interaction among a pluralityof participants in a network based gaming environment, the methodcomprising: establishing a network based game environment containing aplurality of game participants; maintaining a game state profile foreach one of the game participants; and establishing one or more voiceover internet protocol based audio conferences among the gameparticipants based upon the game state profiles.
 14. The method of claim13, wherein the step of maintaining a game state profile comprisesmaintaining a game state profile for each participant in a singlecentralized game server.
 15. The method of claim 13, wherein the step ofmaintaining a game state profile comprises maintaining a game stateprofile for each participant in each one of a plurality of distributedgame servers associated with each participant.
 16. The method of claim13, wherein the step of establishing an audio conference comprisesestablishing a session initiation protocol based voice over internetprotocol based audio conference.
 17. The method of claim 13, wherein thestep of establishing an audio conference comprises determining at leastone group of game participants possessing a shared context that permitsthe transmission or receipt of audio communications among gameparticipants in the group.
 18. The method of claim 17, furthercomprising modifying the group of participants based upon changes in thegame state profiles of game participants in the group.
 19. The method ofclaim 18, wherein the step of modifying the group of participantscomprises removing participants or adding participants.
 20. The methodof claim 17, further comprising determining a plurality of groups ofparticipants wherein each group of game participants possessing a sharedcontext that permits the transmission or receipt of audio communicationsamong game participants in that group.
 21. The method of claim 20,further comprising dynamically switching at least one participantbetween two distinct groups.
 22. The method of claim 13, wherein thestep of establishing an audio conference comprises delivering an audiosignal to each audio conference participant that comprises the sum ofall received audio signals from all other audio conference participants.23. The method of claim 13, wherein the step of establishing an audioconference comprises determining an audio feature vector for each pairof audio conference participants based upon the game state profilesassociated with the participants; and modifying audio signalstransmitted between the pair of audio conference participants inaccordance with the audio feature vector.
 24. The method of claim 23,wherein the audio feature vector comprises information about distance,direction, communication medium, transmission frequency or transmissionamplitude.
 25. The method of claim 23, further comprising modifying theaudio feature vector in response to changes in the game state profilesof the audio conference participants.
 26. A computer readable mediumcontaining a computer executable code that when read by a computercauses the computer to perform a method for providing simultaneouscontext based audio interaction among a plurality of participants in anetwork based gaming environment, the method comprising: establishing anetwork based game environment containing a plurality of gameparticipants; maintaining a game state profile for each one of the gameparticipants; and establishing one or more voice over internet protocolbased audio conferences among the game participants based upon the gamestate profiles.
 27. The computer readable medium of claim 26, whereinthe step of maintaining a game state profile comprises maintaining agame state profile for each participant in a single centralized gameserver.
 28. The computer readable medium of claim 26, wherein the stepof maintaining a game state profile comprises maintaining a game stateprofile for each participant in each one of a plurality of distributedgame servers associated with each participant.
 29. The computer readablemedium of claim 26, wherein the step of establishing an audio conferencecomprises establishing a session initiation protocol based voice overinternet protocol based audio conference.
 30. The computer readablemedium of claim 26, wherein the step of establishing an audio conferencecomprises determining at least one group of game participants possessinga shared context that permits the transmission or receipt of audiocommunications among game participants in the group.
 31. The computerreadable medium of claim 30, further comprising modifying the group ofparticipants based upon changes in the game state profiles of gameparticipants in the group.
 32. The computer readable medium of claim 31,wherein the step of modifying the group of participants comprisesremoving participants or adding participants.
 33. The computer readablemedium of claim 30, further comprising determining a plurality of groupsof participants wherein each group of game participants possessing ashared context that permits the transmission or receipt of audiocommunications among game participants in that group.
 34. The computerreadable medium of claim 33, further comprising dynamically switching atleast one participant between two distinct groups.
 35. The computerreadable medium of claim 26, wherein the step of establishing an audioconference comprises delivering an audio signal to each audio conferenceparticipant that comprises the sum of all received audio signals fromall other audio conference participants.
 36. The computer readablemedium of claim 26, wherein the step of establishing an audio conferencecomprises determining an audio feature vector for each pair of audioconference participants based upon the game state profiles associatedwith the participants; and modifying audio signals transmitted betweenthe pair of audio conference participants in accordance with the audiofeature vector.
 37. The computer readable medium of claim 36, whereinthe audio feature vector comprises information about distance,direction, communication medium, transmission frequency or transmissionamplitude.
 38. The computer readable medium of claim 36, furthercomprising modifying the audio feature vector in response to changes inthe game state profiles of the audio conference participants.